Whenever a spell from the Lore of the Serpent is successfully cast on a friendly unit, it gains +D6 to their Movement value and does not need to take any tests for Dangerous Terrain until the start of the caster's next magic phase.
Serpent’s Strength is an augment spell that targets all units within 6" of the Wizard. The unit gains +1 Strength until the start of the caster’s next Magic phase. The Wizard can choose to extend the range of the spell to target all friendly units within 12". If they do so, the casting value is increased to 12+.
Singing Wind is a direct damage spell. The Wizard makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit suffer a Strength 4 Hit. The Wizard can increase the power of the spell to Strength 5. If they do so, the casting value is increased to 8+.
Wendala's Maelstrom is an augment spell that targets the Wizard and any unit they are with. Until the start of the caster’s next Magic phase, all enemy missile attacks targeting them suffer a -1 To Hit penalty. The Wizard can choose to extend the range of the spell to target all friendly units within 6". If they do so, the casting value is increased to 12+.
Wall of Thorns is an augment spell that is cast on the Wizard and any unit they are with. Until the start of the caster’s next Magic phase, the Wizard and their unit counts as fighting behind a defended obstacle, and any enemy models in base contact that charges them must take a Dangerous Terrain test. The Wizard can choose to extend the range of the spell to cover all friendly units within 6". If they do so, the casting value is increased to 14+.
The Living Jungle is a magic missile with a range of 18" that causes 5D6 Strength 2 hits with the Poisoned Attacks special rule. The Wizard can choose to extend the range of the spell to 36". If they do so, the casting value is increased to 12+.
Remains in play. Embrace of the Serpent is a direct damage with a range of 18". All models in the unit take a Strength 3 hit. For every turn (friend and foe) the spell is active, all models in the unit suffer another Hit each at the end of the Magic phase, with the Strength of the Attack increasing by 1 every turn. The caster can increase the range of the spell to 36". If they do so, the casting value is increased to 13+.
The Priestess sings in haunting tones, mesmerizing all who hear her voice.
Siren's Dream is a hex spell that target all units within 12". Until the start of the caster’s next turn, the target units suffer -1 to their Movement, Strength, Initiative and Attacks characteristics (to minimum of 1). The caster can choose to extend the range of the spell to target all units within 24". If they do so, the casting value is increased to 24+.